Rules

Rules and Information you may find useful:
Rage:


 * Rage points must be spent at the beginning of a turn in the declaration stage (and they must be declared).
 * Whenever a player gets four or more successes on a Rage roll, the character enters frenzy.
 * A player can spend Rage to give her character extra actions in a single turn. However, a Garou cannot spend more Rage points in one turn than half of her permanent Rage rating.
 * A player may spend a Rage point for his character to change instantly to any form he desires, without have to roll Stamina + Primal-Urge
 * If a werewolf loses more health levels in one turn that his Stamina rating, he is stunned and unable to act in the next turn. By spending a Rage point, the character can ignore the effect and function normally.
 * If a character falls below the incapacitated health level, a player can use Rage to keep her character going. Doing so requires a Rage roll (difficulty 8). Each success heals a health level, regardless of the type of wound. A player may attempt this roll only once per scene. If this roll fails the character doesn’t recover. This last- ditch survival effort has its price. Like all Rage rolls, the character is still subject to frenzy. The wound will also remain on the Garou’s body as an appropriate Battle Scar.
 * Occasionally a Garou is more of the wolf than of the world, and she must pay the price for it. For every point of Rage a character has above her Willpower rating, she loses one die on all social-interaction rolls. People, even other werewolves, can sense the Killer hiding just under her skin, and they don’t want to be anywhere near it.
 * If a character has lost or spent all his Rage and Willpower points, he has “lost the wolf,” and he cannot regain Rage. The Garou cannot shift to anything except his breed form until his Rage returns. The Character must regain at least one Willpower point before he can recover any Rage.

Gnosis:


 * A player cannot spend both Rage and Gnosis in the same turn, whether spending points or rolling the Trait, with the exception of certain Gifts that demand both.
 * For every object made of or containing silver that a character is carrying, she loses one effective point from her Gnosis rating. More potent objects will cause the character to lose more. Luckily, this effect is only temporary, and it lasts only a day after the silver is discarded. Too much silver can even affect an entire pack’s Gnosis.
 * Many of the Gifts of the spirits have bestowed upon faithful Garou call for Gnosis expenditures and/ or rolls.
 * Gnosis is used to attune or activate a Garou’s fetish.

Willpower


 * Spending a willpower point on an action gives the player one instant success. Only one point can be spent thus each turn, but the success is guaranteed. Some situations might negate this success, and the Storyteller has the final right In deciding when it can and can’t be used. For instance, Willpower is traditionally not allowed in damage rolls or any roll involving Gifts.
 * The Storyteller may inform you that your character has done something from a primal urge, like getting away from fire or attacking a creature of the Wyrm. A Willpower point can be spent to negate this gut reaction and allow the higher brain to remain in control and keep the Garou right where he is. On occasion, the feeling will not just go away, and more Willpower points must be spent to keep from reacting. This build-up continues until the character removes himself from the situation or runs out of Willpower.
 * A player can spend a Willpower point to halt frenzy.

Health Levels

Healing

Werewolves heal at a frightening pace. They regenerate one bashing or lethal health level every turn. Homid and Lupus-breed Garou can regenerate roughly a health level a day while in their natural form if they are in critical condition, but doing so requires their bodies to work in overdrive. If they are conscious and moving around in their breed form, they heal as normal humans do. Metis are blessed with full regeneration in all forms. No Garou, regardless of breed, can regenerate Aggravated damage. Aggravated damage is healed at one level per day, during which the Garou must rest in a form other than his natural one (if Homid or Lupus). Remember that to regenerate damage while engaged in stressful activity (like combat), the player must roll the Garou’s Stamina (difficulty 8) each turn. This roll is reflexive, so the player does not have to split dice pool or use a Rage action. Success means that the Garou heals as normal. Failure means he heals no damage, and a botch indicates that the werewolf cannot regenerate until he has had a chance to rest.

Normal Human Healing times Bashing Damage/Lethal Damage

Mortals heal bashing damage fairly quickly, and doing so require no medical treatment up to the Wounded level. Wounds just heal naturally by themselves. Past the Wounded health level, however, medical care becomes necessary as wounds take the form of broken bones, concussions or worse. If a character reaches Incapacitated from bashing damage any further damage starts at the top of the Health spectrum and is recorded as lethal. Thus, even bashing damage can kill, given enough severity and duration.

Lethal damage is exactly that. Any lethal wound worse than hurt requires medical treatment before it will heal. Any such wound left untreated worsens by one level per day as wounds re-open or become infected. A mortal who reaches Incapacitated through lethal damage is at death’s door; if he takes one more health level of any sort, he dies.

A Mortal at Mauled or higher from lethal damage may simply rest and recover his health. A Mortal at crippled or incapacitated, however, needs constant medical attention over the time listed for any healing to take place. Note that a mortal must heal on health level at a time. That is she must rest for the full amount of time for each health level in order to begin healing the next one. Aggravated damage heals as if it were lethal for humans. The only significant difference is that aggravated damage is harder to heal through supernatural means.

Sources of Injury

Falling

Gravity doesn’t play favourites. Falling causes damage, even to creatures as hardy ass werewolves. Falling damage is usually considered bashing, and may be soaked. A character takes one health level for every 10 feet he falls before hitting something solid (rounded down).

A character who falls more than 100ft reaches terminal velocity. At that point, the character takes 10 health levels upon impact. This damage is considered lethal, so humans cannot soak it.

Fire

Damage from fire is aggravated, so it can kill werewolves almost as easily as it can kill humans. Werewolves can soak fire damage as usual. The difficulty varies, however, on the intensity of the fire, as does the number of health levels the blaze inflicts. The Player rolls the character’s Stamina. The storyteller decides how many health levels the blaze can potentially inflict (one to three). That number determines how many successes the player needs for her character to avoid injury.

Extreme heat (200+ degrees) causes damage in much the same way as fire. Use the system for fire damage, modified for the situation.

Suffocation and Drowning

Werewolves, for all their supernatural might, do need to breathe. When immersed in water (or any other non-breathable medium) use the accompanying chart to determine how long a Garou can hold her breath. When the character has reached her limit, she may spend Willpower to continue holding her breath. Each point spent allows 30 seconds more (if the character’s stamina score is 3 or lower) or a minute more (If her Stamina score is 4 or more) Note these times refer to Garou only. Humans often have difficulty holding their breath for even a full minute. Holding breath is a stressful activity and during combat a character can hold her breath for a number of turns equal to half her stamina.

When a character can no longer hold her breath she begins to drown. She takes one health level of lethal damage each turn. She cannot regenerate this damage, regardless of form, until she can breathe again. When she reaches Incapacitated, she reverts to her breed form, and she will die in a number of turns equal to her Stamina.

Silver

Silver causes werewolves one level of aggravated damage per turn of contact, unless the werewolf is a homid or lupus who is in her breed form. For a homid in Homid form or lupus in Lupus form, silver causes no damage through casual contact, although a weapon made of silver will cause normal damage for that weapon. A successful attack on a Garou in any other form will always cause at least one level of damage, no matter how many successes one rolls. Garou cannot soak damage from Silver weapons, except in their breed form. Metis Garou cannot soak silver damage at all, regardless of their form. Some Garou carry silver, usually in the form of weaponry such as klaives. Doing so, however, comes with a price. The Garou’s natural allergy to silver causes a reduction in his effective Gnosis. This loss remains in effect in all forms, including Homid. If the Garou discards the silver object(s), the effect fades after a day. For every five silver objects a pack carries, all its members suffer this reduction. In addition, carrying to many silver objects, especially bullets, may cause a loss of Honour or Wisdom for the pack *not to mention being rather difficult to obtain)

Battle Scars

Here is a list of example battle scars and there effects.


 * Superficial scars: Large, ugly masses of scar tissue mar your character’s body and remain hairless in all forms. These scars have no game effect, other than possibly reducing Appearance in some situations. (Some people find scars sexy, thought) 
 * Deep Scar: Much the same as superficial scar, except that muscles are affected as well, and the scar aches when the humidity changes. 
 * Improper Bone Setting: One of your bones snapped and did not heal properly. This wound might result in a slight loss of muscle function, but the real problem occurs if that area of your body receives two or more health levels of damage at once in the future. If this occurs, the bone snaps again, causing an additional lethal wound. 
 * Cosmetic Damage: A catchall term for redily visible injuries, such as a missing ear, a hare lip or an exposed part of the skull. None of it has any really debilitating effect but it look grotesque to humans and impressive to Garou. Reduce Appearance by on dot when dealing with humans, unless you cover of conceal the damage. 
 * Broken Jaw: Similar to Improper Bone Setting, your jaw was shattered, and it is now out of alignment with your tongue. Add two to any verbal communication difficulties when using human speech and add one to bite attack difficulties. Also your speech is slurred (roleplay accordingly). 
 * Missing Eye: Simply put, of your eyes was gouged out. The difficulties on all rolls involving depth perception or to fire a missile weapon (Including thrown weapons) increase by three. Any Perception roll based on sight take a +2 difficulty penalty. 
 * Gelded: Your reproductive system has been damaged. Your are incapable of siring or bearing children, and you cannot ever hope to see your own pups breed true. Males with this wound are not necessarily impotent, and may still be capable of seduction and using Animal Attraction, but the difficulties for both increase by two. 
 * Collapsed Lung: One of your lungs was punctured during battle. You find it difficult to breathe and to exert yourself. You lose one die on any Stamina roll involving exertion and an additional die after five turns of exertion. In addition, you may hold your breath for only half the time listed on the previous chart. 
 * Missing Fingers: You have lost at least three fingers on one hand. Dexterity rolls involving that hand suffer a +3 difficulty penalty, and claw damage from that hand is halved (rounded down). 
 * Maimed Limb: One of your limbs has been mauled and is now useless. You move at half speed in all forms (if a leg is damaged) or three- quarters speed in Hispo and Lupus (if your character lost an arm). You are not able to use the limb for any purpose. 
 * Spinal Damage: Your spine was fractured and you have trouble keeping your balance. Your Dexterity is reduced by one, you lose two points from your initiative rating, and you must spend Willpower on any roll involving balance, precision or remaining still. 
 * Brain Damage: Severe damage to the head, or perhaps lack of oxygen for a long period of time, has reduced you mental faculties. You lose one dot from one Mental attribute (Storytellers Choice), additionally, you must roll one die and subtract the result from Gnosis, Willpower or Knowledge’s (Players choice of where these points are lost). You are probably partially amnesiac as well. < worth 2 temporary Glory>

Mental States

Frenzy

The popular image of the werewolf is that of a snarling, uncontrollable beast, and that isn’t entirely untrue. No matter how centred or citified he is, every werewolf carries Rage in his heart. Any werewolf can lose control and run amok if that Rage is not curtailed.

Any Rage roll can ignite frenzy, even those made to activate specific Gifts. Any Rage rolls should be interpreted as an attempt willing or otherwise to awaken the primal Beast that drives the Garou. If a player rolls four of more success on a Rage roll, her character frenzies. The player may spend a Willpower point right then to halt the frenzy, but her character loses any further actions that turn.

Garou with permanent Rage rating lower than four can frenzy, but only under extreme circumstances. Highly emotional and personal circumstances can boost a werewolf’s Rage above the permanent rating. It is this higher rating that play uses for Rage rolls.

The two types of frenzy follow: Exactly whom she attacks depends on the circumstances. A Garou whose permanent Gnosis exceeds her permanent Rage will not attack her packmates (unless she is in the Thrall of the Wyrm). She will attack anything else that moves, however, including allied Garou who are not member of her pack.
 * Berserk Frenzy. Garou see only red and moving shapes. They wish only to reduce these shapes to mangled carcasses. A berserk Garou shifts immediately to Crinos or Hispo and attacks.

If however, her permanent Rage exceeds her permanent Gnosis, she attacks anything that moves and she can make no distinction between targets unless her player spends a Willpower point. If such is the case, the storyteller can direct her as to which target to attack. In addition, such Garou do not remember what happens to them during frenzy. Often they collapse when the frenzy ends. In either frenzy, special manoeuvres and pack tactics are impossible. The extent of the werewolf’s attack capability is to bite, claw or run. The character may spend Rage for extra actions, but may not split dice pools. Using Gifts in frenzy is normally impossible, as is stepping sideways. A werewolf does not suffer from pain in frenzy, though, so he ignores all wound penalties.
 * Fox Frenzy. Entering a fox frenzy means that the character flees in terror for her life. She shifts to Lupus form and runs attacking anything that gets in her way (although more with the intention of getting past than of killing). Once the character reaches a safe hiding place, she will remain there until the frenzy passes.

Coming out of frenzy requires that the situation that triggered it be over. When the trigger event is over, the player may roll Willpower (difficulty of the Garou’s own Rage) to escape the frenzy. Even if this roll fails, she may try again each turn.

Rage Rolls

The following conditions might call for a Rage roll, at the Storyteller’s discretion.
 * Embarrassment or humiliation (botching an important roll)
 * Any strong emotion (lust, rage, envy)
 * Extreme hunger
 * Confinement, helplessness
 * Being taunted by an enemy
 * Large quantities of silver in the area
 * Being wounded or seeing a packmate wounded

Difficulty for Rage Rolls

While old stories of werewolves changing during the full moon aren’t really true, they have some basis in fact.

The difficulty drops by one if the moon happens to be the character’s Auspice moon. A Garou in Crinos form also subtracts one from her difficulty. These modifiers are not cumulative.

The Thrall of the Wyrm

If a player rolls six or more successes on a Rage roll, the character enters a berserk frenzy, and spending Willpower will not bring her out of it. The character is said to be “in the Thrall of the Wyrm” The frenzy follows normal tendencies with regards to attacks and duration but it includes some even more horrific aspects.

Each of the breed of Garou carries a piece of the Triatic Wyrm, and during such frenzy, that Wyrm can demand its due.


 * Homid: Eater-of-Souls has long held humans as its special children, and this attention includes Homid Garou. The Wyrm can drive such Garou to acts of cannibalism upon humans, wolves or even other Garou. When a homid breed Garou in the Thrall kills or incapacitates an opponent (friend or foe), her player must roll Wits (difficulty 7). If the roll botches, the Garou must stop for a turn and feast.
 * Metis: Barred as they are from breeding, metis are special targets of the Defiler Wyrm. Metis Garou in the Thrall sometimes practice unspeakable acts of perversion on fallen opponents, regardless of their respective genders. If a metis kills or incapacitates a foe while in the Thrall, her player must roll Wits (difficulty 7). If the roll botches, the Garou stops fighting for a turn and slakes her unholy lust on her helpless opponent.
 * Lupus: The savage, feral lupus feel the pull of Beast-of-War. A lupus Garrou in the thrall will savage a fallen opponent, friend or foe, and not pull away until the body lies in pieces around her. The Garou loses all sense of merc, regardless of her comparative Gnosis and Rage scores. When a lupus Garou kill or incapacitates a foe while in the Thrall, her player must roll Wits (difficulty 7). If the roll botches, the lupus must continue to attack until her opponent is torn limb from limb.

Succumbing to the Thrall of the Wyrm is terrifying to the Garou. A normal frenzy is considered a defence mechanism against pain, a pure if brutal method of survival. A Wyrm-frenzy is nothing of the kind. It brings to light the inner struggle with the Wyrm, which is something few Garou are prepared to face. Unable to live with their deed, some werewolves even end their life after such frenzy.

The Curse

Frenzy is hardly the only effect that Rage has on Garou and it is not at all the worst. Other animals, especially humans, can sense the predator in a werewolf, and they shy from him, Whenever a Garou’s Rage exceeds a human’s Willpower, the human will avoid contact with the Garou as much as possible. This avoidance may consist of crossing the street to avoid “that weirdo” or even running in fear. Since the average human’s Willpower is usually from 2 to 4, the Curse is no laughing matter. Wolves are also subject to this dread, and most natural wolves will avoid Garou whenever possible.

Garou call this phenomenon the Curse, for it makes normal relationships with humans or wolves all but impossible. Garou cannot usually maintain families among humans or wolves, as the Beast makes even their own Kin uncomfortable, albeit to a lesser degree. Only among other werewolves can the Garou find true, honest companionship – and the logical result of such relationships is prohibited by the Litany.

The Delirium

Werewolves preyed on humans for over 3000 years, and while most humans have no idea that werewolves truly exist, a part of them remembers. The horrible wolf-man, the Crinos form, incites a kind of madness in humans that Garou call the Delirium. The stronger a human’s will, the more clearly she can deal with seeing a werewolf Most humans, however, either panic and run, or they just collapse. Even stronger-willed people tend to forget the encounter later, either by rationalizing what they saw or by omitting the entire incident from their minds. That Garou refer to this subconscious denial as the Veil, and they look at it as one of the greatest assets.

The following chart shows what a human will do when he sees a Crinos as per his Willpower score. The chart also shows whether and to what degree the human will forget the encounter, as well as what percentage of the populace will react in that way. Kinfolk are immune to the Delirium.

Multiple Actions

Characters may take more than one action in a turn in one of two ways. A player may choose to spend Rage. The other, more common way to take multiple actions is available to any character. The player simply subtracts one die from her pool for every action beyond the first that she wishes her character to take. This reduction is cumulative. ''Example: Running low on Rage, Lilly White decides to dodge two times and then counterattack with her Dagger. She has 9 dice in her Dexterity + Dodge pool, while her Dexterity + Melee pool is also 9 dice. Since she is performing three actions this turn, Lilly White removes three dice from each action. Because Lilly is dodging first, her player rolls Dexterity + Dodge for that action (6 dice). She then adjusts her second doge the same way (removing three dice) and subtracts one additional die because the attack is her second action (Giving her a total of five dice). She then makes her final action the attack with the Dagger with a total of four dice.''

Werewolves may spend Rage to take multiple actions. For every point of Rage the player spends, her character receives one additional action that turn. These extra actions take place after everyone else has taken an action that turn. If more than one character has multiple actions, the extra actions take place after everyone has taken their first action and proceed in order of initiative.

A player using Rage actions may not split her dice pools to multiply those actions further.

Taking Actions

A character can take two types of actions without the player making a roll: reflexive actions and automatic actions. Actions that require roll are called fixed actions.

Reflexive actions may be performed without losing any dice from a character’s dice pool. Reflexive actions include:

Automatic actions are actions that do not normally require a roll but that do take an action to perform a player must split a dice pool to have his character take another action simultaneously. Some of the more common automatic actions include:
 * Yielding: The character delays his action until later in the turn, allowing other characters to act first. He can choose to act at any time during the turn, even to interrupt another character with a lower initiative. If everyone chooses to yield, the turn ends without any actions being taken at all.
 * Spending Rage: A player can spend Rage for her character at any time during the turn, with some restrictions.
 * Healing: One of the most frightening things about werewolves is their hellishly fast healing power. A Garou heals one health level of bashng or lethal damage each turn, subject to three restrictions. First, a Garou cannot heal in this manner while in her natural form, unless she is metis. Most Garou are not able to access their full healing power while in their natural forms. The natural form a metis Garou is Crinos, however, so metis have no difficulty doing so. Second, only bashing and lethal damage may be healed in this manner. Aggravated damage may be healed only wish time and rest or with Gifts. Third, healing lethal damage while doing anything other than resting requires a Stamina roll (difficulty 8). This roll is a reflexive action.
 * Reversion to Breed Form:  This roll requires no roll, and it happens instantly. Homid Garou revert to Homid form, lupus Garou revert to Lupus, and metis Garou revert to Crinos.
 * Moving: A character move by walking, jogging or running. As a general rule, a character may walk seven yards, jog 12 + Dexterity yards or run 20+(3x Dexterity) yards in a turn. Garou in forms other than Homid are capable of faster movement, however. In Crinos form, a character may move an additional two yards per turn by dropping to all fours. Garou in Hispo form move at one and one half times their human speed, and characters in Lupus form move at twice their human speed. No roll is required to move, but movement takes a full action. In some situations, such as crossing treacherous ground or running amid a hail of bullets, the storyteller may call for an Athletics roll to move or simply rule that movement at full distance is impossible.
 * Get to Feet: A bipedal character (including Garou in Homid, Glabro or Crinos forms) may get to her feet in one action without making a roll. Quadrupeds may do so as a reflexive action, springing to their paws at the beginning of the turn after they are knocked down without using an action at all. If a bipedal character wishes to get to her feet and still take an action, or if a quadruped wishes to get up before the next turn, she must split her dice pool or use a Rage action to do so. To perform this action by splitting a dice pool, the player must take dice from her intended action and score least one success on a Dexterity + Athletics roll (difficulty 4).
 * Speech: A character can speak during her turn; some Gifts require it. Speaking precludes most other actions, since it is not possible to carry on a detailed conversation and fight at the same time. If a player wishes her character to speak during an action turn, the character is limited to short sentences, It is possible however to shout out quick sentences (“Run! I’ll hold them off!” and so forth) as a reflexive action. A character who take an entire turn to speak cannot also spend Rage for extra actions.
 * Readying a Weapon: This action usually Involves drawing a melee weapon or loading (or reloading) a gun. An automatic gun can be loaded and fired in the same turn by splitting a dice pool, while a revolver cannot unless the character has a speed loader.
 * Start a Car: Under most circumstances, this action does not require a roll, unless the character is hot-wiring the car.

Climbing

Climbing requires a Dexterity + Athletics roll. The difficulty varies based on factors such as how steep the surface is and environmental conditions. Each success allows the character to climb five feet. If the character fails the roll, she is unable to make any progress that turn. If she botches, she falls, probably taking some damage, and she cannot attempt the climb gain unless the player spends a Willpower point.

Note that climbing under duress will raise the difficulty by two or more.

Feats of Strength

When a character is attempting a feat of strength that fill within her range on the following chart, the player needs not make a roll. If, however, she is attempting to push herself to lift, throw or crush something that she normally couldn’t, the player must roll Willpower (not strength) to do so. The difficulty is usually 9, although the Storyteller may vary it due to extraneous factors such as environmental conditions or whether the character is in frenzy. Each success on the roll increases the characters strength one step on the chart, to a maximum of five steps. Botching this roll may lead to interesting and painful problems as the character overtaxes his muscles.

Jumping

Vertical jumping requires a Strength roll. Horizontal jumping allows the player to add the Athletics ability if the character can get a good running start. The difficulty on a jumping roll is usually 3, but weather conditions or narrow jumping space can modify it. One cannot gain partial success on a jump roll. If the player does not roll the required number of success, the character falls short of the jump. The following chart shows how many feet per success a character achieves in each of the five forms.

Long Running Long running is only possible in Lupus form. A Garou can jog at about 16 miles per hour for a number of hours equal to her Stamina rating. After that, the player must roll Stamina + Athletic (difficulty4) each hour. If the roll fails, the character suffers one level of lethal damage from strained muscles and exhaustion, and the difficulty on the roll increases by one. This damage cannot be healed until the Garou stops to rest.

If the player fails to consecutive rolls, she must spend a Rage or Willpower point to keep going. The difficulty increases by two on the next roll, however.

Howling
Howling is a Charisma + Performance roll. Every success is a mile.

If you have Call of the Wyld, every success is 10 miles and can be heard in the Umbra and outside of it. 6+ success double distance.

The Many Forms

Changing form requires a Stamina + Primal roll. The difficulty varies based on the character’s starting form. However, the number of successes needed also varies based on which form the character is attempting to reach. She must cross over all intermediate forms before reaching the one she desires. Therefore, the player must roll one success to begin the change and then one for each form the character must “pass through” to get to the desired form. If the character is shifting to her breed form, the change is automatic and instantaneous, no matter how many forms must be passed through. The same is true if the player spends a Rage point to enact the change. Any clothes the character is wearing when she shifts will probably be shredded unless they are dedicated. In which case, they meld with the character’s body and reappear when she takes Homid form again.

Homid: The Human

Statistic Adjustments: None

Shift Difficulty: 6

Form Description: The natural form for homid breed Garou and the form in which they feel most comfortable, Homid is in all ways identical to a normal human being (save for lupus and metis werewolves, who are allergic to silver and possess regenerative powers in the form). Homid-form werewolves still trigger the Curse in normal humans, however.

Glabro: The Near-Man

Statistic Adjustments: Strength +2, Stamina +2, Manipulation -2, Appearance -1

Shift Difficulty: 7

Form Description: The Glabro form is bipedal, and it doesn’t possess obvious fangs or claws, but resemblance to a human being ends there. A Garou shifting from Homid to Glabro gains from 100% to 200% in body weight and six inches in height. Body hair becomes much more profuse, the teeth and nails elongate, the brow slopes, and the character look huge and menacing. Werewolves in Glabro can speak the Garou tongue and manage human language without too much trouble. Human speech, however, has a guttural rasp to it. While Garou can use this form to interact with human society, they typically don’t. The Glabro form is too crude and too easy to remember.

Crinos: The Wolf-Man

Statistic Adjustments: Strength +4, Dexterity +1, Stamina +3, Manipulation 0, Appearance 0

Shift Difficulty: 6

Form Description: Affectionately know as the “nine-foot snarling death-beast” form a werewolf in Crinos wants to do only one thing – Kill. The natural form of all metis-breed Garou, the Crinos is not a form for deliberation, even with other werewolves. Shifting from Glabro to Crinos, the Garou grows in height by half and gains another 100% to 200% in weight. The head changes to a wolf’s maw, and the fangs and claws are now fully grown. The arms become long and apelike, and the werewolf can move either on two legs or all fours. The Garou also grows a tail, which helps with balance. A werewolf in the war form may speak the Garou tongue perfectly well, and he may converse with wolves crudely. Human speech is reduced to one or two words at a time. Expressing anything more complex requires the expenditure of a Willpower point. Note that the manipulation and Appearance penalties may not apply to other Garou, who speak the language and are used to the war form.    

Hispo: The Near-Wolf

Statistic Adjustments: Strength +3, Dexterity +2, Stamina +3, Manipulation 0

Shift Difficulty: 7

Form Description: The Hispo resembles a normal wolf in the same way that the Glabro resembles a common human. A werewolf in Hispo form looks like a prehistoric dire wolf. The head and jaws are massive, even more so than the Crinos, and the bite of a Hispo inflicts an extra die of damage. The Hispo can stand on its hind legs, if necessary, but it is much more comfortable on all fours. The Hispo form weighs nearly as much as the Crinos form, but its four-legged stance allows it to run faster, perception difficulties decrease by one in this form. The senses are sharp, although not so keep as the Lupus. A werewolf in Hispo has no hands, so he cannot grasp objects, except in his mouth. A Garou in Hispo form can speak with Garou and wolves with little difficulty, but any human speech requires a Willpower point and even that is limited to one or two syllables.

Lupus: The Wolf

Statistic Adjustments: Strength +1, Dexterity +2, Stamina +2, Manipulation 0

Shift Difficulty: 6

Form Description: The natural stat of lupus Garou, the pure wolf form is feral and driven by instinct. Used primarily for tracking and travel, the change from Hispo to Lupus causes the Garou to shed a great deal of muscle and body size. The jaws and claws shrink considerably – a homid or metis in Lupus can cause aggravated wounds with a bit, and lupus in their breed form cause lethal damage. The Lupus form runs at twice human speed and it is far more perceptive. All perception difficulties for Garou in Lupus form drop by two. The Lupus resembles a normal wolf for all intents and purposes. The exact appearance of a Garou’s Lupus form will vary depending on her tribe.

Combat

Step-by-step Combat Turn

There are times when it’s critical to know just when events. Modifiers and effects come into effect during a combat turn. Consult this chart for those questions.

Preliminaries

Declare Multiple Actions: All characters can announce taking multiple actions. Declare the total number of actions to be taken but not the nature of these actions. (These actions must be declared first or will not be gained)

Roll Initiative:  Everyone rolls one die and adds the total to their initiative rating (Dexterity + Wits). Wound penalties subtract from initiative, but penalties from taking multiple actions do not.

Declaration

Declare First Actions: Every player declares his first action. The player with the lowest initiative score declares first and other do so subsequently based on their scores. Since those with higher initiative scores will act first, however, they can delay their actions to any time later in the order of initiative – as long as they announce it now.

Action


 * This is followed by the actions the characters are taking with the fastest character acting first unless he is delaying the action.

Resolution


 * In this stage Characters determine damage roll for soak and finally apply attack damage.

Repetitions


 * Repeat the steps under Action and Resolution for each character that still has a first action, starting with the next to act. Characters with Rage actions perform these actions after all other actions in the turn.

Spending Rage in Combat:

Restrictions
 * Extra Actions: For every point of Rage the player spends, the character can take one additional action that turn. This use of Rage must be declared at the beginning of the turn, during the initiative stage. Once the play has devoted Rage to gaining extra actions, those points are considered spent, and they may not be used for anything else during the turn. Additionally, a Garou may not use all of her Rage in this manner.
 * Changing Forms: At any time during the turn a player may spend a point of Rage for her character and shift to any form she wishes.
 * Ignore Stun: A character who takes more damage in one turn than her Stamina rating is stunned and she loses all remaining actions and her next turn. (Remember, turns are approximately only three seconds long) Werewolves however are hard to stun, in part because of their high Stamina ratings in Crinos form, and in part because hitting them that hard is only likely to anger them. By spending a Rage point, the player ignores the stun, and her character may act normally.
 * Ignore Pain: Ignoring pain works on much the same principle as ignoring a stun. The player may spend one Rage point and allow her character to ignore the dice penalty of one health level of damage. This action stops the pain for only one turn.
 * Extra Actions: The maximum amount of Rage that a character may use for extra actions in one turn is equal to half the Garou’s permanent Rage score (Round down). The other points can be used in any of the other ways listed here, but not for extra actions.
 * Timing: A player may spend Rage for extra actions during only the decision stage of combat.
 * Limits: A character may take a number of actions equal only to her Dexterity or Wits, whichever is lower. If a character tries to take more actions than either of these ratings, any actions she takes that turn have a +3 difficulty penalty. This penalty arises because she has tried to move to fast for either her body or her mind, and she has become muddled and uncoordinated. If the character is in frenzy Rage actions are limited only by Dexterity.

Combat Complications

Blind: Blind Characters cannot dodge, parry or block attacks, and they take a +2 difficulty penalty on all actions. Some Gifts compensate for sight, but the Storyteller has the final say over what effects thes gifts have in combat.

Changing Actions: Normally, once a player has declared an action, she may not change it. If she has a good reason to do so she may change her action, but she adds one to the difficulty. Aborting to defensive action does not change the difficulty of said action.

Immobilization: A character who is partially immobilized is unable to dodge is not in a good position. All attacks on such a character receive a -2 difficulty bonus if she is still able to struggle, and they succeed automatically is she cannot move at all.

Knockdown: Some attacks are meant to knock an opponent of her feet. If this happens, the character must get back to her feet. If she has no actions left with which to do so, her opponent may treat her as being partially immobilized.

Stun: A character losses her next turn when she receives more health levels of damage in one turn that her Stamina rating. She may take no action other than stumbling around a bit, and any attacks against her receive a -2 difficulty bonus.

''Further Complications are listed in the Werewolf the Apocalypse Revised book on page 206 on wards. ''

Firearms Chart

Thrown Weapons Chart

Melee Weapons Chart